Commit 58f0c1b1 authored by Jan Möbius's avatar Jan Möbius

Fixed documentation copy and paste errors



git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@16023 383ad7c9-94d9-4d36-a494-682f7c89f535
parent a29593ca
......@@ -81,7 +81,7 @@ props.lightStage(LIGHTSTAGE_SMOOTH); // lighting should be done in vertex shader
props.normalSource(NORMAL_PER_VERTEX); // use smooth vertex normals
drawMode.setDrawModeProperties(props); // assign to layer 0
\code
\endcode
Draw with phong lighting:
......@@ -92,7 +92,7 @@ props.lightStage(LIGHTSTAGE_PHONG); // lighting should be done in fragment shade
props.normalSource(NORMAL_PER_VERTEX); // use smooth vertex normals
drawMode.setDrawModeProperties(props); // assign to layer 0
\code
\endcode
Draw with flat shading and wireframe (2 layers):
......@@ -110,7 +110,7 @@ props.primitive(PRIMITIVE_WIREFRAME); // use wireframe instead of solid faces
props.lightStage(LIGHTSTAGE_UNLIT); // no lighting
drawMode.addLayer(&props); // assign wireframe to layer 1
\code
\endcode
The object is then rendered in two passes (one for each layer) with different shader programs.
Note that the light stage tells the shader generator whether to do the lighting in vertex or fragment shader or to skip it entirely.
......@@ -121,7 +121,7 @@ Example based on a DIRECTIONAL, DIRECTIONAL, POINTLIGHT configuration:
sg_cColor.xyz += LitDirLight(sg_vPosVS.xyz, sg_vNormalVS, g_vLightDir_0, g_cLightAmbient_0, g_cLightDiffuse_0, g_cLightSpecular_0);
sg_cColor.xyz += LitDirLight(sg_vPosVS.xyz, sg_vNormalVS, g_vLightDir_1, g_cLightAmbient_1, g_cLightDiffuse_1, g_cLightSpecular_1);
sg_cColor.xyz += LitPointLight(sg_vPosVS.xyz, sg_vNormalVS, g_vLightPos_2, g_cLightAmbient_2, g_cLightDiffuse_2, g_cLightSpecular_2, g_vLightAtten_2);
\code
\endcode
*/
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